( function () {
const _start = new THREE.Vector3();

const _end = new THREE.Vector3();

const _start4 = new THREE.Vector4();

const _end4 = new THREE.Vector4();

const _ssOrigin = new THREE.Vector4();

const _ssOrigin3 = new THREE.Vector3();

const _mvMatrix = new THREE.Matrix4();

const _line = new THREE.Line3();

const _closestPoint = new THREE.Vector3();

const _box = new THREE.Box3();

const _sphere = new THREE.Sphere();

const _clipToWorldVector = new THREE.Vector4();

class LineSegments2 extends THREE.Mesh {
  constructor(geometry = new THREE.LineSegmentsGeometry(), material = new THREE.LineMaterial({
    color: Math.random() * 0xffffff
  })) {
    super(geometry, material);
    this.type = 'LineSegments2';
  } // for backwards-compatability, but could be a method of THREE.LineSegmentsGeometry...


  computeLineDistances() {
    const geometry = this.geometry;
    const instanceStart = geometry.attributes.instanceStart;
    const instanceEnd = geometry.attributes.instanceEnd;
    const lineDistances = new Float32Array(2 * instanceStart.count);

    for (let i = 0, j = 0, l = instanceStart.count; i < l; i++, j += 2) {
      _start.fromBufferAttribute(instanceStart, i);

      _end.fromBufferAttribute(instanceEnd, i);

      lineDistances[j] = j === 0 ? 0 : lineDistances[j - 1];
      lineDistances[j + 1] = lineDistances[j] + _start.distanceTo(_end);
    }

    const instanceDistanceBuffer = new THREE.InstancedInterleavedBuffer(lineDistances, 2, 1); // d0, d1

    geometry.setAttribute('instanceDistanceStart', new THREE.InterleavedBufferAttribute(instanceDistanceBuffer, 1, 0)); // d0

    geometry.setAttribute('instanceDistanceEnd', new THREE.InterleavedBufferAttribute(instanceDistanceBuffer, 1, 1)); // d1

    return this;
  }

  raycast(raycaster, intersects) {
    if (raycaster.camera === null) {
      console.error('LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2.');
    }

    const threshold = raycaster.params.Line2 !== undefined ? raycaster.params.Line2.threshold || 0 : 0;
    const ray = raycaster.ray;
    const camera = raycaster.camera;
    const projectionMatrix = camera.projectionMatrix;
    const matrixWorld = this.matrixWorld;
    const geometry = this.geometry;
    const material = this.material;
    const resolution = material.resolution;
    const lineWidth = material.linewidth + threshold;
    const instanceStart = geometry.attributes.instanceStart;
    const instanceEnd = geometry.attributes.instanceEnd; // camera forward is negative

    const near = -camera.near; // clip space is [ - 1, 1 ] so multiply by two to get the full
    // width in clip space

    const ssMaxWidth = 2.0 * Math.max(lineWidth / resolution.width, lineWidth / resolution.height); //
    // check if we intersect the sphere bounds

    if (geometry.boundingSphere === null) {
      geometry.computeBoundingSphere();
    }

    _sphere.copy(geometry.boundingSphere).applyMatrix4(matrixWorld);

    const distanceToSphere = Math.max(camera.near, _sphere.distanceToPoint(ray.origin)); // get the w component to scale the world space line width

    _clipToWorldVector.set(0, 0, -distanceToSphere, 1.0).applyMatrix4(camera.projectionMatrix);

    _clipToWorldVector.multiplyScalar(1.0 / _clipToWorldVector.w);

    _clipToWorldVector.applyMatrix4(camera.projectionMatrixInverse); // increase the sphere bounds by the worst case line screen space width


    const sphereMargin = Math.abs(ssMaxWidth / _clipToWorldVector.w) * 0.5;
    _sphere.radius += sphereMargin;

    if (raycaster.ray.intersectsSphere(_sphere) === false) {
      return;
    } //
    // check if we intersect the box bounds


    if (geometry.boundingBox === null) {
      geometry.computeBoundingBox();
    }

    _box.copy(geometry.boundingBox).applyMatrix4(matrixWorld);

    const distanceToBox = Math.max(camera.near, _box.distanceToPoint(ray.origin)); // get the w component to scale the world space line width

    _clipToWorldVector.set(0, 0, -distanceToBox, 1.0).applyMatrix4(camera.projectionMatrix);

    _clipToWorldVector.multiplyScalar(1.0 / _clipToWorldVector.w);

    _clipToWorldVector.applyMatrix4(camera.projectionMatrixInverse); // increase the sphere bounds by the worst case line screen space width


    const boxMargin = Math.abs(ssMaxWidth / _clipToWorldVector.w) * 0.5;
    _box.max.x += boxMargin;
    _box.max.y += boxMargin;
    _box.max.z += boxMargin;
    _box.min.x -= boxMargin;
    _box.min.y -= boxMargin;
    _box.min.z -= boxMargin;

    if (raycaster.ray.intersectsBox(_box) === false) {
      return;
    } //
    // pick a point 1 unit out along the ray to avoid the ray origin
    // sitting at the camera origin which will cause "w" to be 0 when
    // applying the projection matrix.


    ray.at(1, _ssOrigin); // ndc space [ - 1.0, 1.0 ]

    _ssOrigin.w = 1;

    _ssOrigin.applyMatrix4(camera.matrixWorldInverse);

    _ssOrigin.applyMatrix4(projectionMatrix);

    _ssOrigin.multiplyScalar(1 / _ssOrigin.w); // screen space


    _ssOrigin.x *= resolution.x / 2;
    _ssOrigin.y *= resolution.y / 2;
    _ssOrigin.z = 0;

    _ssOrigin3.copy(_ssOrigin);

    _mvMatrix.multiplyMatrices(camera.matrixWorldInverse, matrixWorld);

    for (let i = 0, l = instanceStart.count; i < l; i++) {
      _start4.fromBufferAttribute(instanceStart, i);

      _end4.fromBufferAttribute(instanceEnd, i);

      _start4.w = 1;
      _end4.w = 1; // camera space

      _start4.applyMatrix4(_mvMatrix);

      _end4.applyMatrix4(_mvMatrix); // skip the segment if it's entirely behind the camera


      var isBehindCameraNear = _start4.z > near && _end4.z > near;

      if (isBehindCameraNear) {
        continue;
      } // trim the segment if it extends behind camera near


      if (_start4.z > near) {
        const deltaDist = _start4.z - _end4.z;
        const t = (_start4.z - near) / deltaDist;

        _start4.lerp(_end4, t);
      } else if (_end4.z > near) {
        const deltaDist = _end4.z - _start4.z;
        const t = (_end4.z - near) / deltaDist;

        _end4.lerp(_start4, t);
      } // clip space


      _start4.applyMatrix4(projectionMatrix);

      _end4.applyMatrix4(projectionMatrix); // ndc space [ - 1.0, 1.0 ]


      _start4.multiplyScalar(1 / _start4.w);

      _end4.multiplyScalar(1 / _end4.w); // screen space


      _start4.x *= resolution.x / 2;
      _start4.y *= resolution.y / 2;
      _end4.x *= resolution.x / 2;
      _end4.y *= resolution.y / 2; // create 2d segment

      _line.start.copy(_start4);

      _line.start.z = 0;

      _line.end.copy(_end4);

      _line.end.z = 0; // get closest point on ray to segment

      const param = _line.closestPointToPointParameter(_ssOrigin3, true);

      _line.at(param, _closestPoint); // check if the intersection point is within clip space


      const zPos = THREE.MathUtils.lerp(_start4.z, _end4.z, param);
      const isInClipSpace = zPos >= -1 && zPos <= 1;
      const isInside = _ssOrigin3.distanceTo(_closestPoint) < lineWidth * 0.5;

      if (isInClipSpace && isInside) {
        _line.start.fromBufferAttribute(instanceStart, i);

        _line.end.fromBufferAttribute(instanceEnd, i);

        _line.start.applyMatrix4(matrixWorld);

        _line.end.applyMatrix4(matrixWorld);

        const pointOnLine = new THREE.Vector3();
        const point = new THREE.Vector3();
        ray.distanceSqToSegment(_line.start, _line.end, point, pointOnLine);
        intersects.push({
          point: point,
          pointOnLine: pointOnLine,
          distance: ray.origin.distanceTo(point),
          object: this,
          face: null,
          faceIndex: i,
          uv: null,
          uv2: null
        });
      }
    }
  }

}

LineSegments2.prototype.LineSegments2 = true;

THREE.LineSegments2 = LineSegments2;
} )();
